Difference between revisions of "Wizard V2"

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[[Spells#Acid_Splash|Acid Splash]]<br>
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[[Spells#Daze|Daze]]<br>
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[[Spells#Electric_Jolt|Electric Jolt]]<br>
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[[Spells#Flare|Flare]]<br>
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[[Spells#Light|Light]]<br>
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[[Spells#Ray_of_Frost|Ray of Frost]]<br>
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[[Spells#Resistance|Resistance]]<br>
 
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[[Spells#Burning_Hands|Burning Hands]]<br>
 
[[Spells#Burning_Hands|Burning Hands]]<br>

Latest revision as of 23:55, 26 April 2025

Wizards draw Power through a dedicated study of known flows of Power and methodically weaving it in known patterns to form a variety of spells. They are highly adaptable spellcasters who have control over what spells are refreshed through their Revision or Arcane Focus features. Their poor base defenses are augmented by automatic wards when they take significant damage.

Maximizing Intelligence is recommended for increasing spell DCs, spellcasts per day, Metamagic and Maneuver capacity. It also contributes to your Reflex save.
Strength increases your AB and damage when utilizing melee weapons, your carrying capacity, and your Fortitude save.
Dexterity increases your AB and damage when utilizing finesse weapons and ranged weapons. It also allows you to maximize Armor Class from clothes/light/medium armors and improves your Reflex save.
Constitution increases your survivability in raw hit points and contributing to your Fortitude save.
Wisdom contributes to your Will save.
Charisma contributes to your Will save and support Maneuvers such as "Commander Strike".


Vitals

Hit Die: d6 (6 HP per Level)
Proficiencies: Weapons (Wizard)
Skill Points per Level (*4 at 1st level): 6
Skills: All
Primary Saving Throw(s): Will
Spellcasting Ability: Intelligence (10 + Spell Level to be able to cast a spell)
Spellcasting Type: Arcane. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.
Spellbook: Wizards can learn any spell from their spell list. They learn two spells per level, and may acquire more through the study of scrolls.
Level Feature
1 Spellcasting Level 1, Arcane Focus, Metamagic: Conversion, Revision, Scribe Scroll, Summon Familiar
2 Contingency I
3 Spellcasting Level 2
4 Archetype Feature I, Contingency II
5 Spellcasting Level 3, Bonus Feat
6 Contingency III
7 Archetype Feature II, Spellcasting Level 4
8 Contingency IV
9 Spellcasting Level 5
10 Archetype Feature III, Bonus Feat, Contingency V

Wizard Core Mechanics

Arcane Focus

A Wizard has a pool of Arcane Focus, which they may draw from to power their spells. Activating this feat will cause their next spellcast performed from their memorized slots to consume an amount of Arcane Focus equal to the spell's level, in exchange for not expending that slot. Whenever the Wizard casts a spell from their memorized slots without using this feature, they gain an amount of Arcane Focus equal to the spell's level. This pool has a capacity equal to the Wizard's class level + 5.

Metamagic: Conversion

The character receives the Conversion feat for free.

Revision

When a Wizard casts a spell from any scroll that they know, they regain Arcane Focus equal to the spell's level. If they also have that spell memorized but expended, that spell memorization is refreshed. They may also use this feat to target a scroll, converting Metamagic to refresh a slot containing that spell if it is already memorized. This cost is identical to whatever the Wizard would normally spend for Conversion to restore that spell slot.

Scribe Scroll

Wizards learn the Scribe Scroll feat for free.

Summon Familiar

A character with this feat may summon a familiar once per rest. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again after a rest. The form of the familiar may be changed by targeting the caster.

Contingency

A Wizard has magical countermeasures in place for many eventualities. The first time the caster is damaged to the Bloodied state, the damage is halted at that health state (for example, no damage is taken beyond 50% of total health if receiving damage that takes the Wizard to Bloodied), and the Wizard automatically gains invisibility and damage resistance effects for 1 minute. The Wizard is also immune to damage for 1s following this activation. This feature may be restored with the expenditure of 5 Arcane Focus, by the use of this feat.

Class Level Contingency Effects
2 Invisibility, 6 DR (All Damage: Absorption 80)
4 Invisibility, 12 DR (All Damage: Absorption 100)
6 Invisibility, 18 DR (All Damage: Absorption 120)
8 Invisibility, 24 DR (All Damage: Absorption 140)
10 Invisibility, 30 DR (All Damage: Absorption 160)

Wizard Bonus Feats

Wizards gain bonus feats at levels 5 and 10 with which they may purchase spell and Metamagic feats.

Wizard Weapons

The Wizard may use the club, dagger, light crossbow, and quarterstaff.

Spell List

Cantrips 1st Level Spells 2nd Level Spells 3rd Level Spells 4th Level Spells 5th Level Spells

Acid Splash
Daze
Electric Jolt
Flare
Light
Ray of Frost
Resistance

Burning Hands
Charm Person
Color Spray
Endure Elements
Expeditious Retreat
Grease
Ice Dagger
Ironguts
Mage Armor
Magic Missile
Magic Weapon
Negative Energy Ray
Protection
Ray of Enfeeblement
Scare
Shield
Sleep
Summon Creature I
Thundering Boom

Acid Arrow
Blindness/Deafness
Bull's Strength
Cat's Grace
Clarity
Cloud of Bewilderment
Combust
Death Armour
Eagle's Splendor
Electric Loop
Elemental Weapon
Endurance
Fox's Cunning
Ghoul Touch
Ghostly Visage
Hideous Laughter
Hold Person
Invisibility
Iron Horn
Owl's Wisdom
Remove Blindness/Deafness
Resist Elements
See Invisibility
Stone Bones
Summon Creature II
Web

Acid Breath
Bestow Curse
Charm Monster
Confusion
Contagion
Dispel Magic
Displacement
Fear
Fireball
Flame Arrow
Glyph of Warding
Greater Magic Weapon
Gust of Wind
Haste
Invisibility Sphere
Lightning Bolt
Negative Energy Burst
Protection From Elements
Remove Curse
Scintillating Sphere
Slow
Stinking Cloud
Summon Creature III
Vampiric Touch

Black Tentacles
Dismissal
Dominate Person
Elemental Rebuke
Enervation
Hold Monster
Ice Storm
Improved Invisibility
Lesser Missile Storm
Minor Globe of Invulnerability
Phantasmal Killer
Stoneskin
Summon Creature IV
Wall of Fire

Acid Sheath
Ball Lightning
Cloudkill
Cone of Cold
Energy Buffer
Ethereal Visage
Feeblemind
Firebrand
Lesser Mind Blank
Lesser Spell Mantle
Mind Fog
Summon Creature V

Archetypes

Evoker

"Defenses are only as good as their weakest point."

Class Level Feature Details
4 Conjunction You gain a Conjunction grid, which you may view in your archetype menu (archetype menus may be opened by using your base archetype feat, or the /atmenu command):
  • This grid has 3 rows, and a number of columns equal to your highest spell level.
  • Upon casting an Evocation spell using Arcane Focus, this grid gains a charge in the highest unfilled cell corresponding to the level of the spell.
  • When a row of this grid is filled, that row is cleared and you gain points of Conjunction equal to 1 + the combined total of all your spell levels, minus your highest (e.g. a wizard who knows level 5 spells would gain 1+4+3+2+1 = 11 points). Any remaining filled cells in the grid rise to fill empty space.
  • Conjunction points may be consumed to recover Evocation spell slots, at a rate of 1 point per spell level.
  • You may possess a maximum amount of Conjunction equal to twice the value of Conjunction you receive for completing a row.
7 Syzygy A Syzygy counter is added to your archetype menu. When filling a cell in your Conjunction grid, your Syzygy counter is increased by the level of the spell cast. Upon reaching or exceeding 10 in this counter, you gain a charge of Astroclasm. The counter is then reset to zero.


You gain a new ability, Astroclasm. This ability possesses a maximum capacity of 1 charge. Astroclasm allows you to nominate a point within 40m, firing an arcing bolt of force toward that location. This bolt explodes on impact, dealing 5 + 5d4 Force damage, plus an additional 1 + 1d4 per point of your Intelligence modifier (Save: Reflex; DC: Spell (L5); Half) in a 10m radius. Creatures must also succeed a Fortitude save or be knocked down for one round. This feature benefits from applicable Metamagic that you know, at no additional cost.

10 Binary System Your Astroclasm capacity increases to 2. Your Syzygy counter now also increments when casting Evocation spells without Arcane Focus.

Conjurer

"I am not without allies."

Class Level Feature Details
4 Reinforcements You gain a new resource pool, Reinforcements, with a maximum capacity equal to 3 + your Intelligence modifier + the combined spell levels of non-Reinforcements summoned creatures you have present. When you cast a Conjuration spell, you gain Reinforcements equal to the spell's level. Using this feature and targeting a point within 20m opens a rift, or moves the rift if one exists already, out of which a Minion-tier version of the summoned creature of the highest level you are capable of casting appears.


Creatures emerge from this rift at a rate of 1 per second, consuming 1 point of Reinforcements apiece, with a summon duration of 3 rounds. If your Reinforcements pool reaches 0, the rift closes. You may also close the rift by targeting yourself with this feature. The rift may also be obstructed by creatures occupying its space, provided they do not possess a collision-bypassing effect.


In addition, you may summon additional creatures beyond your summoning capacity by casting the Summon Creature spell whilst at your maximum capacity. These over-capacity Reinforcements have a duration of 3 rounds, and do not return resources upon expiry.

7 Shock Troops Upon perishing, your Reinforcements explode following a delay of 3 seconds, causing the Reinforcement's highest hit die in Force damage to creatures within 4m. Should their duration expire, they also explode without delay. This feature benefits from any applicable Metamagic you know.
10 Vanguarded Your non-Reinforcements summoned creatures now each possess a duplicate of your Contingency feature; however, their Contingency feature does not confer invisibility, nor may it be restored.

Eldritch Knight

"Warded by rune and iron."

Class Level Feature Details
4 Eldritch Effect You gain proficiency in Simple and Martial weapons, as well as the Simple Weapon Mastery feat, if you do not already possess these.


You gain two new resource gauges, Arcane Flux and Eldritch Induction. These appear on your archetype menu, accessible by the use of your archetype feat or the /atmenu chat command.

When casting a Wizard spell you gain Arcane Flux, at a rate of 6% per spell level for harmful spells, and 4% per spell level for others. You receive a 30% multiplicative damage immunity to all damage whilst you possess any Arcane Flux.

Once per round, when making an attack, you convert Arcane Flux to Eldritch Induction at a rate dependent on the current score on the Arcane Flux meter, as indicated in the table below. You may use your archetype menu to consume Eldritch Induction to restore consumed spell slots, at a cost of 15% per spell level.

Arcane Flux Gauge: Flux converted per attack

0-9%: 2%

10-39%: 4%

40-69%: 6%

70-100%: 12%

7 Force Feedback Provided you have cast a harmful spell within the past minute (trackable via your archetype menu), making an attack that converts Arcane Flux into Eldritch Induction causes the target to take Force damage equal to your Intelligence modifier (whether you hit or miss).


You thereafter also gain a Retaliation effect [Trigger: Attacks, Damage: Special (Type: Force), Limit: [Constitution Modifier] attacks, Duration: 3 rounds, Cooldown: 5s, per-Attacker]. The damage of this Retaliation effect is half your Intelligence modifier (rounded up), plus a die with a number of faces equal to your Intelligence modifier (if your modifier is odd, instead use the modifer minus 1). Further Force Feedback attacks refresh this effect.

The effects of this feature benefit from any applicable Metamagic feats you know, at no extra cost.

10 Launch Sequencer When casting a harmful spell, you also cast any readied non-harmful spells to the right of its slot in your spellbook on yourself.


If there is another harmful spell memorised in a slot to the right of the spell slot you used, you instead cast the non-harmful spells in the slots between the two.

You may use your archetype menu to disable this feature, and configure whether these automatic spells overwrite the effects of spells that are already active.